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Magneu

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Posts posted by Magneu

  1. 3 hours ago, GinKenshin said:

    3- that’s why mods are a thing. If an aspect about a weapon is annoying you, then you’re more than free to change it using mods. If all you care about it is over QoL then that’s entirely on yo

    I would normally not have a problem with zoom, but there are only + mods, -when aimgliding, and rivens. I'd really prefer to not have to rely on a riven to make a weapon normal as the odds of getting positives that make the Latron series competitive with -zoom are microscopic.

    To people saying that the major zoom is a plus for long range, I regularly kill enemies at sniper range with the Prisma Grinlok, a weapon with normal zoom levels for a rifle. If the Latron series had sniper level damage I wouldn't care as much if at all about the zoom, but it's still a semi-auto DMR.

    The Latron Prime is between an AR and sniper in terms of zoom with damage less than most contenders from either category, a long reload, and a tiny magazine. It was once a top-tier weapon but with power-creep and even with rivens, it is far from what I could call a contender for the DMR/semi-auto category. At the very least with less/adjustable zoom it would be useable in smaller tiles. It's one thing to have a weapon excel in certain areas (snipers in open world, shotgun in Corpus ship, etc), but a weapon that is meant for quick semi-auto at higher levels combines too-high zoom and large recoil to make you rely on hip-fire to hit anything close to you without counting their pores makes for an uncomfortable experience once enemies start taking more than three bullets to kill.

    This IS personal opinion, but I see no reason for the Latron series (and there are precious few other weapons with similar skewed zoom levels) to have the levels of zoom it does with the level of damage it does. It needs a move on either of the sliders, probably not both at the same time.

  2. I'd shelved my Latron Prime when the Prisma Grinlok came out due to it offering mostly everything the Latron Prime did but more (and this is with a 157% multi 264% crit chance -40% fire rate riven) but this most recent round of riven adjustments made me bring her out again.

    Even with that riven the damage pales compared to several other semi-auto/burst weapons we have available. Aside from that the weapon feels great except for that god-awful zoom.

    There is zero reason for the Latron Prime to have that zoom level. It makes it very unwieldy in smaller tiles and it's still outclassed by snipers in open world. It's nauseating to scope in/out quickly like you would when going for headshots in a survival. Please, set it to a standard zoom level so that people don't have to rely on a -zoom riven to make it...normal.

    • Like 1
  3. The latest tweak making the alt-fire ammo based instead of timer based is fantastic, it helps the gun play much more fluidly. However, the fire mode still resets to full-auto every time you reload. This makes for some clunky gameplay where you know you're about to fight a big group, reload your half-empty mag, and have to deploy the disk again to return to alt fire. Why not just make the alt-fire button a toggle? Even if the radar only lasted for 30 shots/90 ammo worth and then required a reset to the disk to re-activate, the gun would play a lot more fluidly. 

    • Like 1
  4. Totally different purposes. 

    Nidus is extreme tank, team health regen, high ability damage, good single-target team buffer, solid CC. I've got mine to the point where I can facetank multiple level 160 gunners/bombards without even using Parasitic Link. Probably the most unkillable frame in game once you get a few stacks (not a problem with Insatiable).

    Ivara is stealth with great CC, good exalted damage (with or without augment), good team invisibility buff, probably best invisibility in the game. Go-to pick for Spy missions IMO, or any stealth Riven.

    Octavia is buffs buffs buffs for the entire team, great CC, infinitely scaling damage that bases damage based on incoming damage from enemies. One of the strongest frames in endless missions, bit clunky to play, you'll be teabagging like it's Halo 3 to stay alive.

    I personally love Nidus, so he's my pick for endless/high level stuff. Ivara is fantastic stealth, Octavia just ain't my thing (but she is incredibly strong).

  5. On 2018-12-30 at 4:26 AM, (PS4)JCM_Unlimited said:

    No

    Care to elaborate?

     

    On 2018-12-30 at 4:50 PM, (PS4)JCM_Unlimited said:

    When he said that damage reduction was better than invisibility I laughed. Not to mention Ash can strip armor and insta kill whatever he wants regardless of level

    In my opinion, assuming a frame has 95% DR (Mesa), access to Adaption (any frame), and access to arcanes (any frame). You can stack so much damage reduction that you take negligible damage/can heal anything you take, while also constantly fueling your abilities. Ash will end up running out of energy far before Mesa due to invisibility mechanics. Again, this is my playstyle preference.

    Ash's armor strip is irrelevant when corrosive Regulators can do the same, while also striking multiple targets, while also being 50m range, while also being vastly more useable, while ALSO being attached to a frame with amazing defensive abilities. Fatal Teleport is also far, far behind Peacemaker due to its one-target kill potential. Mesa is going to insta-gib anything well above level 100 faster as long as there are more than three enemies (and when would you have a single high level enemy in a mission)? I'd wager that as enemy density grows, Mesa's damage output scales past Ash's.

    On 2018-12-30 at 12:07 PM, (XB1)RDeschain82 said:

    Okay so if DE were to go by your logic and since you think Mesa is more powerful than invisibility or finisher damage or enemy weakness adaptation... than danse macabre needs an augment to move and needs to be modded for particular status it procs. And excalibur's radial blind and ashes 3 and 4 all need cooldowns oh and cut the range and damage in half. Oh and no more finisher damage for Ash or Excalibur. 

    Fair is fair. 

    #amiright. 

    Come on, get out of here with that bull your suggesting. 

    Oh and you might as well just delete Octavia and redo her completely. 

    DE is not gonna nerf Mesa for the third time. Especially because she's no where near what her and Ash used to be. 

    Finisher skills don't compare for reasons listed above. Also consider the fact that every frame with instant finisher skills (Lull and such doesn't count) doesn't have insane damage mitigation/stuns attached (off the top of my head). 

    Pretending Danse Macabre is anywhere near the potential of Peacemaker is just intellectually dishonest. Get out of here with that argument. Aiming alone makes Peacemaker far superior, to say nothing of damage potential/scalability. Adapting damage (Corrosive/Magnetic/Gas) is irrelevant when Peacemaker can just use corrosive and still destroy anything, armor or not. I can see the attempt to correlate Mesa's Waltz and Danse's movement (as weak as that argument is), but I fail to see why you're attempting to claim that Danse's status potential is better than Peacemaker.

    In addition, Excalibur and Ash don't have any cooldowns to speak of aside from activating an ability/animations. Don't know where you're pulling that from.

    So yes, I'll claim that Mesa is both an amazing general frame and hyper-specialized, which is contrary to any sort of balance design. She can tank, minor CC, and deal massive damage in a massive range. Something has to be reduced, or Mesa is just a better choice than any frame in a majority of situations (and to head you off, I already disapprove of Equinox/Sayrn). Claiming a weak frame should be buffed instead of a super-strong frame nerfed is just an attempt to protect a personally valued asset. Nerf the outlier before buffing the rest of the bell curve (and for that matter, buff the left end of the bell curve as well).

    However, DE isn't going to nerf Mesa anytime soon. They're making way too much money off of Prime Access currently. Maybe after this PA has ended.

  6. Peacemaker is far too cheap for what it is, especially considering that Mesa only needs Intensify to max Shatter Shield (i.e. can shove in efficiency with no problem). As low as 3.75 energy per second is way, way, WAY too low for the amount of damage it can put out, especially considering alternatives.

    Ash gets at best 1.5 energy per enemy with much less damage per enemy hit. He also has no 95% damage reduction, which I'd honestly say is better than invisibility (fueling Rage, etc).

    Revenant costs 13.07 energy per second at absolute best for massively less damage, wonky aiming, and no ability to focus fire.

    Excalibur gets a cheap, hard hitting ultimate...that has limited range, while also having no damage mitigation skill (aside from a measly 60% block from the front).

    Etc, etc.

    Peacemaker has long range, efficient cost, insane status, insane damage, while being attached to a frame that is nigh immune to ranged attacks and immune to most melee enemies as well.

    To actually balance Peacemaker, there's a few options I can think of.

    1. Reduce range. 20-25 meters is a "everything dies around me", but isn't able to snipe multiple tiles like it currently is. Everything else stays the same.

    2. Increase energy cost. Most likely the least popular option, but it would make Peacemaker more of a map/LOS wipe without being sustainable practically forever with Rage/Shatter Shield. Doubling the cost would go a long way to equalizing it, but personally that's not enough. Anything more and people would revolt.

    3. Reduce the actual stats of Peacemaker. This would results in (a) lower TTK and/or (b) higher strength builds to maintain current damage, thereby reducing efficiency/ability to us other mods like massive amounts of duration with no negative. Seems to be the best compromise option, as it is possible to maintain the current massive damage but you'll have to compromise health, energy pool, or something like that.

    I'm assuming any nerfs/changes to Mesa would result in a large uproar, as she's a very popular frames that is one of the best all-around (as well as one of the best hyper-specialized frames (tank/damage)). She doesn't need a full kit rework, but she needs some stat tweaks to reduce her dominance in every gamemode.

     

     

    And whatever gets done to Peacemaker, please buff Ballistic Battery. That ability is entertaining, but nigh useless in its current state.

    • Like 1
  7. 7 hours ago, (XB1)Graysmog said:

    Nekros' is only useful with an Augment. Otherwise, it deals less damage than Wukong's 1, and that might as well be someone poking someone with a marshmallow.

    Excalibur's is awful for multiple reasons. It's unpredictable, it can't proc Crit or Status, it's hardly buffed at all by his other abilities, etc.

    For Excalibur, you seem to be missing;

    1. Affected by rivens if EB isn't out.

    2. Affected by combo counter AND can massively increase combo counter if using the augment.

    3. Deals knockdown AND makes Excalibur immune to damage while in the animation.

    4. If EB is out, not only do you use the base damage of EB before combo counter multipliers, but it also gains (a) the crit and status chances of your EB and (b) the ability to shoot sword waves with EACH enemy hit.

    5. It also benefits from stealth/blind multipliers.

    6. It's super easy to use. Enemy in base 12m in a roughly 45 degree cone in front of you, it'll hit it, no matter how many are in the cone.

    With a 2x multiplier I've seen five digits worth of damage WITHOUT EB out. With EB out, it can deal with sortie levels heavies. Blinded enemies with EB out and it can OHKO sortie three enemies while also providing CC via knockdown/status procs via the waves it throws out each time it hits an enemy.

    Basically, the exact opposite of everything that you've claimed.

  8. 31 minutes ago, mmmjuice said:

    Yes, I am, I go out of my way to grab them.

    Possibly it might be my choice of missions when I run Nidus. Excavation is kind of spread out, and teammates often split up to different nodes. I'll try different missions, I guess, I usually run him on Kuva missions.

    Extremely helpful.

    I mean, he immediately followed up with the explanation as to why gains are less than expected. Pretty darn helpful.

  9. If Gilded Truth applied to a weapon besides the Burston Prime, such as the Latron Prime or any other slow fire-rate weapon, that would be one thing. As is, a burst-fire rifle such as the Burston Prime doesn't get much of a bonus from this mod, compared to something like the Prisma Dual Cleavers and the Justice Blades mod with the heft damage buff. All Gilded Truth does is enable you to mag-dump at a quicker rate and run through ammo that much quicker; the Truth proc is more helpful than the actual mod effect.

    Changing the mod to a 60-80% multishot buff would be extremely helpful, but possibly a bit too much taking into account the Burston Prime's 4/5 riven disposition (I use a 141.6 cc, 111.1 cd, 78.2 toxin riven and it still falls off hard above level 60). Personally, changing it to have a similar effect to Vigilante Supplies, i.e. a small ammo mutation, would help how quickly the Burston Prime runs out of ammo above level 60, even with a very good riven. Or, a punch-through effect would help immensely with the ammo economy this weapon sorely lacks. Given how good rivens are on this weapon, how it is a good crit/status hybrid candidate, and how it has an augment mod, and building for anything makes it very weak in other areas (build for crit/status/damage, lose ammo economy. Build for punch-through and/or mutation, lose the ability to kill anything above level 60).

    As far as prime weapons go, the Burston Prime currently ranks easily in the bottom, which is a shame as the only other prime burst rifle (Tiberon Prime) is not only the best burst-fire in game, but also one of the best semi and auto firing guns. Changing Gilded Truth to be a bit more useful would go a long ways to helping the Burston Prime be useful in more than the star chart.

  10. 10 minutes ago, Brimstone said:

     i say you could still buy bundles, or shortcut your way into buying warframes / weapons with Plats through the store

     

    10 minutes ago, Brimstone said:

    you won't have to wait 12/ 24 / 72 / X hours to get your thing

    If you don't have to wait, people won't buy frames from the store, or the accompanying bundles. Artificial wait times are annoying, but it's a way DE can actually make a profit via platinum purchases instead of things like lootboxes/RNG. I'd much rather have wait times than lootboxes, thanks.

  11. I mean, dual Arcane Grace would be better, but that's god knows how much plat that is nowadays. If/when both proc, you'll heal 48% of your health over 6 seconds, so 4144.8 health over six seconds, or about 690.8 hp/sec. Throw in Sandstorm for another flat 50% mitigation, and you're looking at true godliness.

  12. Radial Javelin. It does ok damage, but has zero scalability, has a very short stun, targets 12 enemies max, and costs 75 energy. The ability looks cool as hell though, so I propose altering it instead of getting rid of it.

    1. Reduce radius to between twelve and eighteen meters. This becomes important later.

    2. Force a puncture proc on each affected enemy. Although it's only -30% damage now, that's supposed to change eventually with damage rework. This would help Excalibur survive a bit more, along with reducing damage to squadmates. They just got impaled by a javelin, seems puncture-y to me.

    3. Add 3 to the combo counter for each enemy hit. This gives the player the ability to instantly add up to 36 hits on their counter, which would be incredibly helpful for people using hammers, greatswords, or short-range weapons. It also rewards players that dive into the fray due to the shorter range of the ability. Maybe add a 10 second cooldown to this aspect, to prevent spamming to get to ridiculous counter levels?

    4. Add a temporary buff to Excalibur. This could be something simple like temporary armor, a 50-75% reduction to the next 12 hits against him (or however many targets were affected by javelins), or something like making affected enemies take double melee damage for the next 10 seconds. Furious Javelin exists, although it really could use a small buff. Maybe roll it into the ability?

    5 Make Radial Javelin affected by Chromatic Blade. It uses the Exalted Blade, so it should gain the same affect as the blade itself. This would help due to (a) elemental damage scaling better than physical in most cases, and (b) forcing a status proc of the players choice (javelining 12 enemies and hitting them all with blast procs would look pretty amazing).

    With all some/all of these changes, Radial Javelin would actually become useful, instead of being a way for players to waste energy/time at extract or nuke those pesky level 20 enemies.

  13. Haven't seen this yet, but there's a nasty bug, client or host, that any transference is penalized with transference static, stacking up to max cap. Seems to apply in all missions, doesn't matter if you transference out and immediately in. Only noticed it with Umbra, but haven't played any other frames so far.

  14. 2 minutes ago, Volf3r said:

    Usually yeah , but ever since they tried to shuffle up their update routine , I very vividly recall updates dropping not only on a lame day such as Friday , but dropping at a very crappy time - like 1 AM Eastern EU ST or thereabout . 

    IIRC TSD was an 11pm release or something, don't remember the day. Fairly certain DE is much more prepared now, especially after the Wait Within fiasco.

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